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If we are scriptwriters
or filmmakers
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many times
we do not have tools
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to draw as well as someone
who engages in illustration
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or as a director
or director of art.
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So sometimes we are
facing the limitation
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of how we can capture
or how we want to see
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our format.
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My recommendation is that they look for
a partner and work together
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Try looking for references,
doing moodboards,
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maybe a Pinterest
or some influences,
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and finish to see how it could work
the universe of our character.
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Make a huge effort not to say
"I like it" or "I do not like it".
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The best we can do is
build some criteria
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that will help our partner
to try to think with us.
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Subtitled by
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We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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If not, all the time
will show us things
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and we'll say
"I like it" or "I do not like it".
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and the truth is that we are not
buying clothes or painting a living.
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We try to make an audiovisual format
and it has to have some coherence.
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Think about what
the meaning of colors,
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why it has a certain morphology,
why they choose certain elements.
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This way they can come up with a concept
and then they can transmit it
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to a bigger team
when they do their format.
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So, let's see how
worked with "Siesta Z"
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the creative process of finding
that universe
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in which we put
our character.
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The development of the art of "Siesta Z"
was in charge of Nicolás Dardano,
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who besides being very friendly
is a fantastic art director
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and graphic designer.
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What we think is that the dreams
of Siesta were innovative, surreal,
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that had their own rules,
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that each dream was a visual metaphor
of the classic that invites us to expand
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the limits of our imagination.
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We wanted to make a species
of Cartoon Network,
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a much more irreverent aesthetic
and much more surreal.
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And we really wanted
our audience,
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when I was watching the classic
adapted to animation,
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was seeing a world
absolutely different
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than you would have imagined
if I was reading the book.
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In each episode, the scenario
in which the story takes place
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holds a metaphor
and a visual synthesis of the work.
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This universe is composed of elements
that any boy or girl
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would see in his daily life,
but mixed or intervened
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with surrealist representations.
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In the same way that the worlds
mix in dreams
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and we move from one place to another,
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the adaptations of Siesta
have a dream approach
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that we invites to assume
as credible and unusual
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in each of the episodes,
incentivizing the imagination.
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For example, "Hamlet" takes place
in a kind of mousetrap
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in reference to the staging
that Prince Hamlet
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makes on stage
of the murder of his father .
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"The Iliad", for example,
is a large game board
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in which the gods
play with humans.
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Here we are looking at "Romeo and Juliet",
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that functions as a sort
of an orbital space station
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in which the castle of the Montagues
is symmetrical to that of the Capulets.
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Somehow the idea that they are
the same, they are alone in the universe
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and even so, even though they are needed,
are fighting.
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One family has one color
and the other has another color,
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and they are going to be the colors
of Romeo and Juliet.
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So somehow, besides
we try to add in the series
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some kind of idea of goodies.
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We wanted that,
if Siesta represented love,
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not come out hearts
but would get treats.
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This idea of love as candy,
a kind of metaphor
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of the most beautiful
that can happen to us
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when we are boys many times,
that is eating sweets
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or let us eat sweets.
We imagined
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what is the representation
of romantic love in childhood,
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and we agreed that maybe sweets
would be a nice representation
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of what happens to us the biggest,
when we fall in love.
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This is the scenario of "The Odyssey",
which is a kind of board game.
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What we had to make clear
is this journey of Ulysses
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going through the different stations
until reaching Ithaca,
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which is his final destination.
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"David and Goliath." It occurred to us
make stone Goliath
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and the stone that David
throws at him with his sling
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that is a kind of planet
that was flying.
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We forced
that in all the episodes
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there was a visual metaphor,
a big stage
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that represents the main conflict.
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Somehow,
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all the characters had thought
that they could come together in chapters
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and be able to make episodes where
Frankenstein lived with Hamlet
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or the ghost of Canterville
I would live with Moby Dick.
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So in a picture
we can have a general idea
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of how the color palette is,
how is the morphology,
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what kind of drawing he has,
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how is the character
of the characters.
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Although Nicolás did in this illustration
a very developed work,
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you saw before where
began the design work.
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In principle, my advice is that there is
to have patience
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and we must allow an idea
to develop.
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have to do tests,
you have to look for references again,
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you have to redraw and be
very neat when saving
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each of the "concepts",
each one of the advances,
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as to go back and analyze
what was the work that was done,
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the work that you have
to keep doing.
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All this conceptual search
is purely development work,
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and the truth is that if one sees
the folders that one presents
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to get funds
to do the series
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and then sees the finished series,
realizes that,
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luckily, one took a long time
and could elaborate
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much more the graphic part.
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But the truth,
without that first folder,
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or without those first advances,
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would have been impossible
reach the end.
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I always think of Mafalda,
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and I think of the first Mafalda
and the Mafalda ten,
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I had the ten booklets,
and really in the last Mafaldas
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Quino had developed an aesthetic
much more polished than the first.
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But at the same time
the first ones are endearing.
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Something similar,
saving the giant distances,
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happened with Zamba, with the first
that were much harder,
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and with the Zamba of the last chapters,
that was much more aesthetic,
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moved much better.
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So, I think you have to be demanding
but at the same time you have to know
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that it's a long job
and that, fortunately,
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the job of finding funds
also it's long
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so it's going to give us time
to go polishing the forms.
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Once we have the universe
in which the story is going to pass,
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with its laws and its character,
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we have a notion of the idea.
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What we can do
is start writing the script.
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In the next unit we will see
synopsis, runway, dramatic structure
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and how to start writing the script
of our project.
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